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General Tabletop Discussion
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Cantrip nerf (house rule brainstorm)
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<blockquote data-quote="jgsugden" data-source="post: 8237863" data-attributes="member: 2629"><p>I showed you my assumption - +2 to dex. That is common amongst wizards. Not all have it, buyt most wizards, sorcerers, and warlocks (outside Hexblades) tend to have at least a 14 dexterity. You're 1 less likely to hit (5% less likely), but your average damage goes from 5.5 to 6.5 (over an 18% increase in damage). Even with a 12 dexterity, you have the same average damage and only miss one extra time out of every 10 strikes. That is not insignificant, but it is not game changing either. </p><p></p><p>This ends up being much ado about nothing, other than altering the perspective so that spellcasters are not like Gandalf, able to do a little magic at any time, and more like wands, able to do magic only when charged.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8237863, member: 2629"] I showed you my assumption - +2 to dex. That is common amongst wizards. Not all have it, buyt most wizards, sorcerers, and warlocks (outside Hexblades) tend to have at least a 14 dexterity. You're 1 less likely to hit (5% less likely), but your average damage goes from 5.5 to 6.5 (over an 18% increase in damage). Even with a 12 dexterity, you have the same average damage and only miss one extra time out of every 10 strikes. That is not insignificant, but it is not game changing either. This ends up being much ado about nothing, other than altering the perspective so that spellcasters are not like Gandalf, able to do a little magic at any time, and more like wands, able to do magic only when charged. [/QUOTE]
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Cantrip nerf (house rule brainstorm)
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